Difference for include/define.h from version 1.51 to 1.52


version 1.51 version 1.52
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 /*  /*
  * static char *rcsid_define_h =   * static char *rcsid_define_h =
  *   "$Id: define.h,v 1.51 2002/01/01 23:37:54 garbled Exp $";   *   "$Id: define.h,v 1.52 2002/05/31 04:18:33 mwedel Exp $";
  */   */
   
 /*  /*
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 #define INORGANIC             73 /* metals and minerals */   #define INORGANIC             73 /* metals and minerals */
   
 #define LIGHTER             75  #define LIGHTER             75
   
   /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator
    * types are not used in any archetypes, and should perhaps be removed.
    */
 #define TRAP_PART             76 /* Needed by set traps skill -b.t. */   #define TRAP_PART             76 /* Needed by set traps skill -b.t. */
   
 #define WALL                    77 /* this is a wall. put it always in layer 1 if not set is_floor */  #define WALL                    77 /* this is a wall. put it always in layer 1 if not set is_floor */
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 #define SYMPTOM                 159  #define SYMPTOM                 159
 /* END TYPE DEFINE */  /* END TYPE DEFINE */
   
 /* START SUB TYPE 1 DEFINE */  
 /* for weapons, we should give out a warning msg when we have no sub_type1 >0 */  
 #define ST1_WEAPON_NON_MELEE    1 /* people without melee_weapon can use this */  
 #define ST1_WEAPON_DAGGER       2 /* daggers should count to non melee_weapons */  
 #define ST1_WEAPON_SWORD        3 /* put good dagger to heavy dagger = swords */  
 #define ST1_WEAPON_AXE          4  
 #define ST1_WEAPON_CHAINED      5  
 #define ST1_WEAPON_MACE         6  
 #define ST1_WEAPON_CLUB         7  
 #define ST1_WEAPON_HAMMER       8  
   
 /* for armors, we should give out a warning msg when we have no sub_type1 >0 */  
 #define ST1_ARMOR_CLOTHES     1 /* thats the easiest: clothes, dress, tunic */  
 #define ST1_ARMOR_JACKET      2 /* thats special armored clothes, etc */  
 #define ST1_ARMOR_LEATHER     3  
 #define ST1_ARMOR_HARDLEATHER 4  
 #define ST1_ARMOR_MITHRIL     5  
 #define ST1_ARMOR_SCALE       6  
 #define ST1_ARMOR_CHAIN       7  
 #define ST1_ARMOR_RING        8  
 #define ST1_ARMOR_LIGHTPLATE  9  
 #define ST1_ARMOR_PLATEMAIL   10  
 #define ST1_ARMOR_FULLPLATE   11  
   
 /* END SUB TYPE 1 DEFINE */  
   
   
 /* START SUB TYPE 2 DEFINE */  
 /* We can use this twice: This is for the server to use.  
  * I insert a "double" function for st2. Default are flags,  
  * but for special types we can use other values.  
  * So be sure to check the type if we not use the default values.  
  * Checking st2 should be in one single routine */  
   
 #define ST2_FLAG_EATABLE 1 /* if this is set, we always send the item as type "FOOD" to client */  
   
 /* END SUB TYPE 2 DEFINE */  
   
 /* definitions for weapontypes */  /* definitions for weapontypes */
   
 #define WEAP_HIT 0  /* the basic */  #define WEAP_HIT 0  /* the basic */
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 #define FLAG_WAS_WIZ 4 /* Player was once a wiz */  #define FLAG_WAS_WIZ 4 /* Player was once a wiz */
 #define FLAG_APPLIED 5 /* Object is ready for use by living */  #define FLAG_APPLIED 5 /* Object is ready for use by living */
 #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */  #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
 #define FLAG_AN 7 /* Name must be prepended by "an", not "a"*/  /*#define FLAG_AN 7  unused - Name must be prepended by "an", not "a"*/
   
 #define FLAG_NO_PICK 8 /* Object can't be picked up */  #define FLAG_NO_PICK 8 /* Object can't be picked up */
 #define FLAG_WALK_ON 9 /* Applied when it's walked upon */  #define FLAG_WALK_ON 9 /* Applied when it's walked upon */
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 #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */  #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
 #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */  #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
 #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */  #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
 #define FLAG_NEED_IE 43 /* 1 ruby -> 2 rubies */  /*#define FLAG_NEED_IE 43 Not used - take care of by the name_pl now 1 ruby -> 2 rubies */
 #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */  #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
 #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \  #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
        but can still attack at a distance */         but can still attack at a distance */


Legend:
line(s) removed in v.1.51 
line(s) changed
 line(s) added in v.1.52

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